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Showing posts with label Bastionland Press. Show all posts
Showing posts with label Bastionland Press. Show all posts

Sunday, 14 September 2025

The Other OSR: Mythic Bastionland

Mythic Bastionland – Before Into the Odd starts by committing a cardinal sin. It does not tell the reader what it is. It is clearly a roleplaying game and it does at least tell the reader that, but there is no explanation of what the players and their characters do in Mythic Bastionland. There is no explanation of what sets this apart from any other roleplaying game in its genre. Instead, it leaps straight into setting up a game and creating characters and more. Without this context, Mythic Bastionland leaves the reader and the Referee with more work to understand what the roleplaying game is and what it is trying to do. Now there is some commentary at the rear of book which through a combination of examples of play and commentary upon them does provide some of the context that Mythic Bastionland is missing at the very beginning of its book and throughout the presentation of the rules. Yet this comes in the ‘Oddpocrypha’, almost one-hundred-and-seventy pages after the end of the rules presentation, and since there is no introduction to the roleplaying game to tell the reader that it is there and what it does, there is every possibility that the reader is going to be mystified as what he has in hands and the Referee daunted at the prospect of running Mythic Bastionland.

And yet, check online, such as the DriveThruRPG page for Mythic Bastionland – Before Into the Odd and clear and simple explanations as to what this roleplaying game is and what it is trying to do, can be easily found and understood. The fact that such an explanation—or something similar to it—is not given in Mythic Bastionland is both mystifying and profoundly unhelpful.

So, what then is Mythic Bastionland – Before Into the Odd? It is an Arthurian roleplaying game inspired by British folklore, Arthurian legends, and more modern interpretations of both. This includes Hal Foster’s Prince Valiant comic strip, the films Excalibur and The Green Knight, the roleplaying game Pendragon, and the computer game, Elden Ring. It is published by BastionLand Press following a successful Kickstarter campaign and as its title suggests, it is a roleplaying game set sometime in the past of Into the Odd, an Old School Renaissance adjacent microclone of Dickensian horror and industrialisation. This also means that it is also set in the past of Electric Bastionland: Deeper into the Odd, the roleplaying game of incomparable debt and failed careers amidst a very modern and almost incomprehensible city. Mythic Bastionland even suggests ways in which Player Characters from one roleplaying game can go to another as well as several ways in which they are connected, all of which are true, and it even hints that it may not actually be in the past either…

In Mythic Bastionland – Before Into the Odd, the players take the role of Knights, each different and knighted by a different Seer, seeking Glory, exploring a Realm, and confronting Myths, all having sworn the same oath—‘Seek The Myths, Honour The Seers, Protect The Realm’. Theirs is a world of brutal and bloody medievalism, but by gaining Glory, whether through the resolution of Myths, public duelling or jousting, entering tournaments, and fighting battles that history will remember, they will prove themselves worthy of rank, first of taking a seat in Council or at Court, next of ruling a Holding, and then of ruling a Seat of Power. Ultimately, as a Knight-Radiant, a Knight will prove himself worthy of undertaking the final task, fulfilling the City Quest. This will likely bring a campaign to an end as the Knights confront and deal with a series of omens.

A Knight is very simply detailed. He has a type and a rank, three Virtues, Guard, some property, an Ability, and a Passion. The three Virtues are Vigour, Clarity, and Spirit and they range in between in value between seven and eighteen initially, but can never go above nineteen. Guard is a Knight’s ability to avoid Wounds, whilst property is what a Knight owns, an Ability is a talent unique to the Knight, and the Passion is his means of restoring his Spirit. Both Virtues and Guard are rolled for as standard for all knights, but the property, Ability, and Passion are all defined by what type of Knight he is. This can be chosen or rolled for from amongst the seventy-two knightly types that Mythic Bastionland gives. The process is quick and easy.

Sir Wedell
Type: The Salt Knight
Rank: Knight-Errant
Glory 0

VIRTUES
Vigour 12 Clarity 11 Spirit 10
Guard 4

Property: Spined mace (d8 hefty), javelin (d6), coraline mail (A1), Everflask (contains an endless supply of fresh water), Scaled steed (VIG 12, CLA 8, SPI 5, 3GD), dagger (d6), torches, rope, dry rations, camping gear
Ability: Inspire Ire
Passion: Mettle
Knighted by: The Bright Seer

Mechanically, Mythic Bastionland is simple, though more complex than either Into the Odd or Electric Bastionland. To have his Knight undertake an action, a player rolls a Save against the appropriate Virtue. Beyond that, combat adds some complexity. In a turn, a Knight can move and attack—in that strict order, and instead of rolling to attack, a player rolls the damage his Knight will inflict. Combatants can attack the same target and their players roll their dice together. The highest die result counts, while the remaining dice that have rolled four or higher, can be discarded to perform Gambits. These start with ‘Bolster’ to increase the damage inflicted by one, but also enable a combatant to move after the attack, repel a foe, stop a foe from moving, trap an opponent’s shield, dismount a foe, and so on. There are greater Gambits for rolling eight or more. All Knights have access to Feats—‘Smite’, ‘Focus’, and ‘Deny’, which they can use in combat. ‘Smite’ adds an extra, larger die to the combat roll; ‘Focus’ lets a Knight use a Gambit without sacrificing a die; and ‘Deny’ blocks or rebuffs the attack before it lands. All require a Save against a Virtue lest the Knight become fatigued.

Armour worn and shields carried will reduce incoming damage, whilst the ‘Deny’ Feat will enable a Knight to avoid damage all together. A Knight’s Guard is reduced first, and as long it is one or more, a Knight can evade attacks. If his Guard reduced to exactly zero, the Knight gains a scar, but if the damage exceeds a Knight’s Guard, it is deducted from his Vigour and he is Wounded. If a Knight’s Vigour is reduced by half, he is mortally wounded and will die in the hour, but can easily and quickly be given first aid to prevent this. If a Knight’s Vigour is reduced to zero, he is dead. The other Virtues can suffer similar damage, often from Scars, but whilst some are debilitating, other Scars can also increase a Knight’s Guard. The rules for combat also cover unarmed combat, ranged combat, and mounted combat, as well as duels, jousts, shieldwalls, and spearwalls. They scale up quickly to include running warbands, the use of artillery, and handling sieges.

Combat in Mythic Bastionland is thus brutal. However, Knights do have the advantage of having the initiative in combat—unless surprised—and they and their players have the time to plan accordingly. Tactical use of Feats and Gambits will keep a Company of Knights alive longer than if they simply charge into combat.

For the Referee, beyond the basic rules, there is simple guidance on how to set up the game and its scope—how many sessions everyone wants the game to last, goods and trade, descriptions of the people and the realms, and setting up a Realm. This involves creating and populating a hex map, typically a twelve-by-twelve grid, that will mostly consist of wilderness. To this is added four Holdings—castles, walled towns, fortresses, or towers, held by Knights or influential Vassals of the King—one of which is the Realm’s Seat of Power, and six Myth Hexes, each one clearly affected by the presence of their Myth. The details of the various hexes, excluding the Myth Hexes, can be generated using the ‘Spark’ or prompt tables presented later in the book.

In terms of advice, Mythic Bastionland emphasises the ‘Primacy of Action’, that past actions and their consequences supersede content generated by prompts of the Spark Tables (and the bottom of almost all of the pages in the book) and the rules, ensuring that the players and their Knights have enough information to act, and using a simple procedure to determine the outcome of any action. There are also guidelines for improvisation, using prompts, handling luck, and how to end a session. The latter is important because every session should end with a discussion of what the players and their Knights want to do next. This can be to pick up where the current session has ended, but the players can also decide to end the Season or the Age, allowing for months or years to pass or even enough time for a Knight to mature from a young Knight or a mature Knight to become an old knight. There are numerous activities that the Knights can undertake in between—effectively off camera—but the passing of an age forces a player to reroll his Knight’s Virtues and accept the new result, even if lower. The result of which might be that a Knight has learned from his experiences and matured, or he could have been wounded and suffered a debilitating injury or entered his dotage. Further rules cover travel, exploration, and ultimately, dominion and authority. In the case of dominion and authority, a Knight comes to rule a Holding—or even a Seat of Power. At either level, what Knight will be trying to do is maintain and improve his Holding, deal with crises from within his realm, and see to his succession, and also crises from beyond his realm should a Knight hold a Seat of Power. This though is more for long term play than short term play.

All of which runs to sixteen pages. In other words, the rules to Mythic Bastionland are concisely presented in sixteen pages for everything! Which begs the question what exactly does the rest of Mythic Bastionland consist of given that that rules take up three-fortieths of the book? Over two thirds of the book is dedicated to two things. One is the Knights and one is the Myths, equally divided, for a grand total of seventy-two entries each. The Knights are what the players choose from, or ideally, roll for, and they include The True Knight, The Trail Knight, The Story Knight, The Rune Knight, The Mask Knight, and The Silk Knight, and every single one of them is different and interesting and will present a different way of playing a Knight.

The Myths are what the Referee uses to populate the Realm. They include The Wurm, The Tower, The Spider, The Toad, The Hole, and The Rock, and every single one of them will present the players and their Knights with a different challenge. Each is simply presented with simple description, a set of omens that trigger as the Knights discover more signs of the Myth, a set of NPCs, and a table of random details that the Referee can use to detail parts of the Myth. For example, ‘The Wall’ is described as “Cutting through the land, a wonder two storms tall Guarding from invasion, or built to cage us all”. Its Omens begin with, “Crumbling outpost. A band of labourers sharing a meal on their way to begin work repairing the Wall. They think Knights are being sent to stop them.” and will escalate to, “Two giant magpies, stealing shiny things. They nest in the trees that root among the Wall’s oldest stones.” The cast includes stats for Wall Wardens, Brin, Catrona, and Elish, a Wall Knight, the giant magpies, and empowered refugees.

So how then, is Mythic Bastionland actually played and what do the Knights do? Quite simply, they explore the wilderness map that the Referee has created, looking for signs of Myths. When they have found them, the Knights will look for the source, root it out, and resolve it. There is no set way to resolve any of these Myths. Ultimately, whether or not a Myth is resolved comes down to whether or not it remains a threat to the Realm. The typical six Myths of a Realm is enough to support a mini-campaign at least, though more can be added to extend the campaign once one set of six is done, whilst the mix of seventy-two different Knights and seventy-two different Myths means that no two campaigns are going to be alike because whilst the Myths provide the adventures to play, they also give and flavour to a Realm. Once the Referee has set up her Realm, Mythic Bastionland is very definitely designed to be played from the page with a minimum of preparation.

The last part of Mythic Bastionland is devoted to the ‘Oddpocrypha’. This consists of thirty pages of examples of ‘Play’ and ‘Thoughts’ upon those examples of play. From ‘Start & Scope’, ‘Character Creation’, and ‘Teaching the Rules’ to ‘Council & Court’, ‘Crises’, and ‘Delving into Tomorrow’, the ‘Oddpocrypha’ explores and examines numerous examples of the rules and their ramifications. In many ways, actually providing much of the context that the rules section at the start of the book lacks. Consequently, it is a lot easier to read, but there is dichotomy to the writing. Essentially, the ‘Play’ examples are written in one tone and the ‘Thoughts’ on the examples are written in another. So, what you have is the author writing the examples of ‘Play’ and then commenting upon them as if he had not written them in the ‘Thoughts’. It is weird. That said, the examples of ‘Play’ really do help the reader and potential Referee understand the rules and how the game is intended to be played and the thoughts‘Thoughts’ do explore what the designer thinks of his game.

Physically,Mythic Bastionland – Before Into the Odd is a stunning looking book with every Myth and Knight fully illustrated, meaning that there is a profusion of artwork in the very big middle of the book. The tones are primarily earthy greens and oranges with splashes of red, blue, and purple and the whole look of the Knights and Myths section is as if Mythic Bastionland was not a roleplaying game, but a deck of Tarot cards. The layout of the book is tight in places and bar the ‘Oddpocrypha’ at the back of the book, the writing is very concise, the aim being to fit all of the rules for each aspect of the roleplaying game onto a single page each.

It is debateable how Arthurian a roleplaying game Mythic Bastionland – Before Into the Odd is. There is no doubt that it is inspired by Arthurian legend and it certainly lists numerous Arthurian inspirations. In play though, the Knights are not engaging in the Arthurian legend and they are not going on quests such as the Quest of the White Hart or the Quest for the Holy Grail. Instead, they are going on their own quests, perhaps hunting down ‘The Wyvern’ or delving into ‘The Forest’ in search of a lost, but beloved Seer, only to discover darker, primordial secrets. The Knights are questing knights, ultimately if they prove to be glorious enough worthy to undertake the ‘Quest of the City’, but they quest more for their Realm than a mythical figure such as King Arthur and theirs is a world that is more one of bloody brutalism rather than one of romance and chivalry.

Mythic Bastionland – Before Into the Odd is not an introductory roleplaying game. The rules are too concisely written, there is a lack of context to the roleplaying game, and play relies a great deal on improvisation, whether that is working from the prompts from the ‘Spark Tables’ or working the Myths and the Knights’ reactions to those Myths into the world of the Realm. However, armed with some context and Mythic Bastionland begins to hint at its possibilities with simple, clear rules that emphasise the brutality of the world that the Knights live in, before charging the reader and the Referee down with its gloriously fantastical Knights and Myths that demand their stories to be told. Mythic Bastionland – Before Into the Odd is the film Jabberwocky with a seventies Prog Rock soundtrack, built not so much on rules light mechanics, but rules intense mechanics.

Sunday, 21 February 2021

The Other OSR: Electric Bastionland

Imagine a roleplaying game which gives you two hundred pages of character options. Imagine a roleplaying game with a large expansive setting. Imagine a roleplaying game which builds the details of its setting from its character options—all two hundred pages of them. Imagine that Player Character generation in such a roleplaying game—with all two hundred pages of its options would take a mere five minutes. Actually less. Imagine a roleplaying game in which the Player Characters are adventurers and treasure hunters across this large expansive setting. Imagine that such a roleplaying game has Old School Renaissance sensibilities in terms of its simple mechanics—simple mechanics which are explained in four pages—and the dauntingly dangerous nature of its world. Combine all of these aspects together and what you have is Electric Bastionland, a roleplaying game of failed careers, debt and treasure hunting, and exploration and survival, across, under, and beyond a vast metropolis which is created and improvised through play and from tables.

Electric Bastionland: Deeper into the Odd is published by Bastionland Press, following a successful Kickstarter campaign. As its title suggests, it is an expansion to the author’s earlier Into the Odd and Bastion Ein Sof, but a standalone expansion, one that takes the seemingly formerly wretched city of Bastion into the Electric Age and sees it glow with the fierce yellow of Electricity and grow and encroach upon other cities, to become a modern metropolis of bright lights and possibilities. It is a city that juxtaposes the familiar and the odd, the latter making those that engage with the oddness also odd. It is a city without a council, but many councils and many boroughs. It is a city which is constantly being built, but nobody claims to have built. It is a city of modernity with the sensibility of the past. It is a city of electricity and the consequences of that electricity—strange transmissions on the Radio, unnerving headaches near power stations, and machines that serve themselves. It is a city without a history and a city whose history has become a physical thing. Bastion is the present. Deep Country, beyond the limits of the city where everything was better, but simplistic and inconvenient, is the past. The Living Stars are the future. Connecting the three—Bastion, Deep Country, the Living Stars—is The Underground. It connects everything, tests everyone, and lies beneath reality, but it will get you where you want to go—eventually. Bastion as a city and a setting has the feel of La Belle Époque and of La Ville Lumière, and then hints of the Jazz Age verging on an ecumenopolis, but stranger, weirder, and odder the closer you look. Just how strange, just how weird, and just how odd, begins with the Player Characters.

Each Player Character begins play in debt, their career a failure, desperate to pay off this debt such that they embark on ‘great’ treasure hunts. Working with a fellow band of Debtors, they know that if they can find it, the treasure will surely be enough to pay off their debts. Yet they have a rival, and he also knows of the treasure. Tarry long in their expedition and the rival may retrieve the treasure and so their debt remains, grows even. In working to retrieve the treasure the Debtors will encounter the oddities and the weirdness of Bastion. Both will rub off on the Debtors, leaving also weird and odd, and that is in addition to the scars and bruises they may gain along the way. If they survive, they may also become Grizzled as well as scarred.

A Player Character in Electric Bastionland has three abilities—Strength, Dexterity, and Charisma. These are rated between three and eighteen. He has a six-sided die’s worth of Hit Protection and a six-sided die’s worth of New Pounds—this is not a lot of money. Together with his fellow Debtors, he owes £10,000. The exact nature of the debt is determined by the Failed Career of the youngest player. For example, a Fashionista owes The Lion Council—a literal council of lions—£10,000 and its members want the debt to be repaid in interesting meat, whilst a Petty Officer simply owes The Petty Court that amount, but can pay off half that amount by personally attending The Petty Court and representing himself in a tediously long trial of trivial affairs. Every Debtor has a Failed Career. Exactly what is determined by cross matching the Debtor’s lowest Ability score with his highest, and that gives a page number.

Every Failed Career is given a two-page spread and with one hundred Failed Careers in Electric Bastionland, that is the aforementioned two hundred pages of character options and a third of the book already taken up! However, each Failed Career is described in relatively broad detail. Along with an illustration, each Failed Career is accompanied by a simple explanation, some sample names, and the reason for the Debtors’ debt. Besides one or two items of equipment, each Failed Career gives options which add further detail and flavour. Exactly is determined by many New Pounds a Debtor has and how many points of Hit Protection he has. For example, the Necro-Engineer specialises in the most modern means of dealing with the growing industry of corpse production. His name might be Do, Jincey, Gognon, or Zephryne; he owes money to The Jolity Engine, a sentient, building-sized gambling machine; and he owns sombre formal wear and a shovel. A pair of tables ask two questions—‘how did you get your start in the corpse disposal industry?’ and ‘what was your great project? (you couldn’t get funding)’. If Necro-Engineer begins play with £6, then the answer to the first question is, by ‘Chasing Scavengers Away’ and he is accompanied by a barely-domesticated hyena which sticks with him. If he begins play with £2, he was a ‘Professional Grave Visitor’ and has a lifetime’s supply of bouquets from various florists around the city. As to his greatest project, if the Necro-Engineer only has the one point of Hit Protection, it was The Incineration Dome and he has a fire-proof protective suit which fits over his formal wear, whereas if he has four points of Hit Protection, it was The Protein Reclamation Initiative and he has a jar of flavour-masking rub, which makes anything palatable! Each of these tables is different for each Failed Career, but each balances the amount of Hit Protection and New Pounds with a piece of equipment or a power or other benefit. The lower the amount of Hit Protection and New Pounds, the potentially more powerful the piece of equipment or power or other benefit—and vice versa.

Name: Slipper
Failed Career: Academic Debater
Strength: 13
Dexterity: 13
Charisma: 11

Hit Protection: 5
£5

Debt: Conglomerated Taxes (You are exempt from certain taxes, gaining an effective 50% discount on pets, hair products, and offal.)

Possessions: Cane (d6), pocket-watch

What Can You Debate Forever?: Formal Wear (Headgear)
What Did Your University Provide As A Leaving Gift?: A Novelty Umbrella (also a clarinet).

Go through the list of Failed Careers and what 
Electric Bastionland is doing is not just providing the means to create characters, but detailing aspects of the world. Thus, Gutter Minder Failed Career might establish that the Debtor is Rat given human form in a lab experiment or a former High Society member, the only survivor of a mob uprising. The first establishes that somewhere in Bastion, someone is experimenting on animals, and that perhaps there might be a laboratory where they might be working on more, that there might be other, similar creatures out there, and so on. The second that of an uprising which could be any number of reasons. From the Trench Conscript which suggests a war and a battle and a Criminal Bureaucrat who specialises the legal loopholes which make every crime legal to the Wall-Born which suggests Bastion is surrounded by walls to the Integrated Alien passing as human which suggests a Science Fiction aspect to the city and the Un-Revolutionary, who seeks to prevent, even undo change in a city that is changing, the Failed Careers each hint at and add aspects to Bastion. Of course, not all of them will come into play necessarily, though those pertaining to the Debtors currently being played, certainly should.

Mechanically, 
Electric Bastionland shares much in common with the earlier Into the Odd. If a Debtor wants to undertake an action, his player rolls a twenty-sided die against the appropriate Ability, aiming to equal to or under to pass. For initiative in combat is handled with a Dexterity save. Combat is equally as simple. A player rolls the die for the weapon used to determine how much might damage be inflicted—there is no ‘to hit roll’. The target’s armour is subtracted from this and the remainder is subtracted from first his Hit Protection and then his Strength. Once damage is inflicted upon his Strength, a Debtor must make a save against his Strength in order to avoid being debilitated—which of course gets harder and harder the more Strength lost. Lastly, should a Debtor be reduced to exactly zero Hit Protection without suffering damage to his Strength, then he also scarred, which can be anything from an actual scar to doomed to die! And that is it in terms of mechanics, which are fully explained in just four pages! They are mostly player-facing, meaning that the players will probably roll more than the Conductor—as the Game Master is known in Electric Bastionland, and combat is in general, short and nasty, and best avoided if possible.

The last third of 
Electric Bastionland is for the Conductor. Advice, even direction for the Conductor, is to the point and laid out in short, easily grasped bullet points in ‘Preparing The Game’. The point of the roleplaying game is to find the treasure which will lift the Debtor out of penury, and so the treasure should be valuable rather than useful, there should be an explanation as to why it has not been found yet, and it should be thought-provoking. In a series of three bullet point blocks, the Conductor is guided through a range of subjects covering preparing and conducting the game, essentially presented as the principles behind the game. In turn, Bastion, Deep Country, and the Underground are presented in the same fashion, looking at how to understand, map, stock, and conduct (or referee) each of these weird and wonderful locations, often accompanied by tables that the Conductor can use as inspiration.

The advice for creating the inhabitants of Bastion is to make them interesting and memorable. Although they make up the majority, Humans are not the inhabitants of the city and beyond. Others include Mockeries, creatures of felt, wood, and string given life, hated by animals, but loved by children. Each has a particular talent and acts as if on the stage. In Bastion, they tend to be based on animals, Mock People though are loathed and Mock Objects stick to the Underground. Machines, connected to the Underground or a part of it, initiate change and monitor it, creating and modifying rather than destroying—and that can include the Debtors when encountered on their treasure hunt. Aliens are more advanced than the inhabitants of Bastion, but typically just a very specific way, and cannot truly integrate into society. Out in Deep Country, some have become gods or monsters of myth and legend. Monstrosities are each unique, each made rather than born, each mundane before it became what it is now.

The last part of 
Electric Bastionland is ‘The Oddendum’, a collection of short articles which the Conductor can include in her game. The first of these though, ‘A Player’s Handbook: Strategy Guide’, is not for the Conductor, but the players. It is a two-page spread on how to play Electric Bastionland and explore its city and beyond, and it is very useful. However, situated so very near the end of the book, it feels very much out of place, when really it should have been placed earlier, after the rules explanations and examples, where prospective players could have more readily found it. The rest of ‘The Oddendum’ covers a wide range of subjects, from Oddities, the strange devices and things whose workings defy explanation, but which might be magic or Sci-Fi and which everyone will want to buy or steal to an explanation of why the designer named the Game Master the ‘Conductor’ and how the city of Bastion is not a refuge or sanctuary to come back to from the Deep Country or Underground, but a continuation of the adventure. It includes sections of advice for the Conductor alongside sections of things to put in the game, so ‘The Balancing Act’ examines the balance between mechanics and making things interesting is followed by a list of Noble Weapons. This is followed by ‘Example Content’ such as ‘Unions and Rituals’—cults, clubs, and armies, ‘Dedicated Followers of Fashion’—an emporium of haute couture, and ‘The Bureaucrolabyrinth’, a table for running and complicating any bureaucratic process. All of these can be added to a Conductor’s game as she desires, but these final pieces do feel a bit of a jumble. And that in a way is fine, since Bastion as a setting is not meant to be a coherent whole, it is meant to be cluttered and discordant, part-patchwork, part-tangle.

Finally, the designer steps in with ‘The Last Word’. Here the designer makes clear that 
Electric Bastionland is designed to be played by anybody, to be played at the table, and to be created at the table. Further, that what it is not is a textbook intended to be studied. For the most part, the designer succeeds. Electric Bastionland is simple enough that it can be played by anyone, and it is definitely not a textbook, but very much more of a toolkit, one set of inspirations after another. Mechanically though, despite its simplicity, Electric Bastionland is not very forgiving—especially in combat where every attack succeeds and what matters is the amount of damage rolled. This is an issue continued from Into the Odd and it may be off-putting for some players. Electric Bastionland does include advice that addresses this—all of it good, but despite the simplicity and the advice, Electric Bastionland is not necessarily a roleplaying game for the beginning Game Master—or Conductor, since it relies heavily on improvisation. Which simply may be too daunting for the prospective Conductor. For the more experienced Game Master, the advice and simplicity will be nowhere near as daunting and should nicely ease her into running her first Electric Bastionland treasure hunt.

One side effect of the improvisation inherent to running and playing 
Electric Bastionland is that unlike the earlier Into the Odd, there is no traditional adventure or scenario, or in this case, treasure hunt, included in its pages. Into the Odd had a hexcrawl, a town, and a dungeon, and whilst Electric Bastionland has sample boroughs, what it does not have is a sample treasure hunt. Perhaps including one would have pulled away at the degree of improvisation which the designer of Electric Bastionland wants the Conductor to engage in and the lack of proscription that he wants Electric Bastionland to have, but certainly a working example of how treasure hunt can be put together and improvised might have been a useful edition, especially for the new or less experienced Conductor.

Another issue that 
Electric Bastionland shares with Into the Odd is just how much play can be got out of the roleplaying game. The set-up is simple: the Player Characters are in debt and each having a Failed Career need to find treasure to pay off what they owe. In the process, there is a magical, fantastical cityscape and beyond to explore, interesting NPCs to interact with, interesting other Debtors to interact with, obstacles to be overcome, and more. But what then? What next once the debt is paid off? There is potential in perhaps the Debtors having become part of the city becoming involved in its events and in perhaps exploring further aspects of their Failed Career, but that is beyond the scope of Electric Bastionland. Ultimately, Electric Bastionland is best suited for short campaigns, and since it includes one hundred Failed Careers, each one very different, each one adding to the nature of the city, there are multiple stories to be told and debts to be repaid. Thus, Electric Bastionland is better suited for repeated play rather than long term play.

Physically, it feels odd that a roleplaying book as large as 
Electric Bastionland is not in colour, the use of one artist—Alec Sorenson—and the judicious use of yellow colour palette as a highlight gives the book a uniform look throughout. Further, the illustrations impart a strong sense of the ordinary and the outré which pervades the city of Bastion and beyond. In terms of look and layout, Electric Bastionland is notably spacious, which when combined with the three-bullet point motif which mostly runs throughout the book, makes everything accessible and easy to find. If there is an issue with Electric Bastionland as a book, it is that towards the end it becomes a little disjointed, a collection of things, and as much as that fits the tone of the roleplaying game, it may not be to everyone’s taste. Otherwise, the book is well written, it is engaging, and it is well presented.

There is an elegance which runs throughout Electric Bastionland: Deeper into the Odd, from the simplicity of its mechanics to the delightfully evocative nature of the Failed Careers which build story into a campaign and across the sprawling metropolis of Bastion. The city itself has a surreal, almost ethereal feel to it that is just waiting for the Conductor to improvise and work with her Debtors to explore and perhaps make a little more real. Ultimately, Electric Bastionland: Deeper into the Odd is a roleplaying game whose every page is begging you to be played and explored, and just for a little while, you really should.